Agranok and his army are getting closer! Castle Panic:The Dark Titan will hit store shelves April 1, but you don’t have to wait that long to stake a claim to a copy. The latest expansion to Castle Panic is now available for pre-order!
You will find yourself facing all new threats to your Castle’s survival. The formerly banished Dark Titan, Agranok, has escaped exile and is back with a vengeance!
His army of strong, elite Monsters will invade the world of Castle Panic, wreaking havoc and testing your new clever new defenses.
The Dark Titan is serious fun and releases April 1, 2015. This expansion retails for $14.95, can accommodate 1-6 players, ages 12 and up, and play time is approximately 1 hour.
The Dark Titan requires Castle Panic to play and can also be played with The Wizard’s Tower if you are truly courageous.
Tell your Friendly Local Game Store to reserve your copy today, or you can order on our website.
The preview event for The Dark Titan, the next expansion to Castle Panic, has begun! We arrived in Denver late Saturday, and on Sunday afternoon we headed over to Shep’s Games in Aurora to start the tour.
After talking with Shep, we set up our new banners and dove right into the first demo of The Dark Titan. The crowd was small but enthusiastic about seeing the new game! First up was the basic version of Castle Panic combined with The Dark Titan.
Things were going well until the Elite monsters arrived all at once, in the same arc. Shortly after that, Agranok himself appeared and our brave crew of Castle defenders began to wonder if they would be able to survive the onslaught.
Giant Boulders rained down on the Castle and many brave Swordsmen and Knights were used to defend the walls from the incoming tide of Monsters. Thanks to some clever cardplay, Agranok met his end and the battle raged on. Our heroes rallied for a final turn, bringing out the Cavalier to charge into battle, but the Dark Sorceress appeared and her ability to reduce everyone’s hand size proved too much and the last Tower fell to the monstrous horde.
Clamoring for revenge, our heroes started up a second game. This time, we tried it using the Alternate Rule “A Man’s Home Is His Castle,” in which each player chooses a Tower to represent him/her in the game. Despite our heroes best efforts, the tension to protect their own Tower proved too much and once again the Monsters trampled the Castle to dust.
A third game saw Anne-Marie jumping in to help provide backup for the team and new players taking on the challenge.
Many Monsters were destroyed, and the players rebuilt damaged Walls as fast as they were knocked down. The Dark Sorceress fell to some powerful card combinations and at one point in the game, the Cavalier helped to clear all the Monsters from the board.
Sadly, it would turn out to be too little help as a rush of new Monsters, including Agranok, brought serious damage upon the Castle, ending with the Dark Titan himself breaching the Walls and destroying the last Tower.
The last game of the afternoon was a full combination of Castle Panic, The Wizard’s Tower, and The Dark Titan. Magic spells were furiously cast, and the Monster horde advanced tirelessly. The Dragon, Basilisk, and Necromancer did their best to destroy the Castle, but thanks to a last-minute casting of Wizard Quake the game ended with 2 Towers still standing. VICTORY!
It was a great ending to a great day, and the perfect beginning to our demo tour! Thanks to everyone who came out to Shep’s Games to get their promo card and help us fight off The Dark Titan.
For all our Colorado fans, be sure to come see us at our next store event at The Haunted Game Café in Fort Collins on Saturday, February 7th, from 6 p.m. to 10 p.m.! Check out the full tour schedule to see where else we’ll be in the coming weeks.
If you’ve been following this week’s blog series on The Wizard’s Tower expansion for Castle Panic, you know how to set up the game by removing certain Monsters and replacing them with new ones, swapping a Tower, and shuffling in the new Castle cards. You’ve also discovered the Wizard deck and all the wondrous magic it holds.
Today we are going to teach you about FIRE!
With this expansion you will encounter Monsters who breathe fire and can catch your Castle structures on fire! But don’t worry, there are ways to put the fire out and even use it to your advantage. You are now able to catch Monsters on fire as well! After all, Dragons are only flame retardant on the INSIDE.
Watch the video for a full explanation of the different ways fire will play a key role in your game play.
How to Set Monsters on Fire
Some of the Wizard cards allow you to set Monsters on fire. When on fire, Monsters will take 1 point of damage for each flame token on it during the Move Monsters Phase of a player’s turn. You can use this new mechanic as part of your strategy by catching Monsters on fire while they are in the Archer ring and letting them burn themselves out before reaching your Castle.
What Happens When the Castle Is on Fire
Among the new Monsters included in The Wizard’s Tower expansion are a few Monsters who can breathe fire and will catch your Castle on fire! Castle structures on fire are weakened and can be destroyed with no damage to the Monsters (they will not take damage when hitting a flaming structure) on that turn. However, a Monster knocking down a flaming Wall will take on that flame token and on his NEXT movement he will take fire damage.
Your Castle structures can handle up to 2 fire tokens and remain standing. However, the third fire attack by a Monster will destroy the Wall or Tower automatically. No Monsters are injured.
How to Put out Burning Castle Structures
Players are able to extinguish flaming structures by playing 1 Brick or 1 Mortar card on their turn for each flame token on the structure. If there are multiple flame tokens on a Wall, you will need multiple Bricks or Mortars to put out all the flames. You may also use the Fortify Wall card to extinguish all flame on a Wall, but you do not get to also fortify that wall.
For more details on how you will be interacting with Fire see pages 7 & 8 in the The Wizard’s Tower Rulebook.
Here’s a helpful video on getting the expansion to Castle Panic set up with the base game.
You will be removing some of the old Monsters and adding new, including Mega Boss Monsters! You get new Castle cards and a whole new deck of Wizard cards. You also get to upgrade one of your standard Castle Towers.
A helpful tip: All The Wizard’s Tower pieces (and cards) have a little wizard hat icon on them so you can easily switch back to the base game if you need a win to boost your morale.